import "Turbine.UI";
import "Turbine.UI.Lotro";
import "Turbine.Gameplay";
import "KragenPlugs.Utils";
import "KragenPlugs.KragenBars";
GuardianBars = class( KragenPlugs.KragenBars.ClassBar );
function GuardianBars:Constructor()
KragenPlugs.KragenBars.ClassBar.Constructor( self );
-- CLASS SPECIFIC VARIABLES
self.wound = 0;
self.effectlist = {};
self.effectlist['GuardiansWard'] = Effect();
self.effectlist['GuardiansWardTactics'] = Effect();
self.effectlist['ImprovedGuardiansWard'] = Effect();
self.effectlist['ImprovedGuardiansWardTactics'] = Effect();
self.effectlist['BlockResponse'] = Effect();
self.effectlist['ShieldSwipe'] = Effect();
self.effectlist['ParryResponse'] = Effect();
self.effectlist['Retaliation'] = Effect();
self.effectlist['Stunned'] = Effect();
self.effectlist['Dazed'] = Effect();
self.effectlist['KnockedDown'] = Effect();
self.effectlist['Overpower'] = Effect();
self.effectlist['Campsite'] = Effect();
self.effectlist['ShieldSpikes'] = Effect();
-- DEFINE THE EFFECT LIST BASED ON CLIENT LANGUAGE
self.DefineEffectList = function()
-- ENGLISH CLIENT
if (settings.language == 1) then
self.effectlist['GuardiansWard'] :SetName("Guardian's Ward");
self.effectlist['ImprovedGuardiansWard'] :SetName("Improved Guardian's Ward");
self.effectlist['GuardiansWardTactics'] :SetName("Guardian's Ward Tactics");
self.effectlist['ImprovedGuardiansWardTactics'] :SetName("Improved Guardian's Ward Tactics");
self.effectlist['BlockResponse'] :SetName('Block Response');
self.effectlist['ShieldSwipe'] :SetName('Shield Swipe');
self.effectlist['ParryResponse'] :SetName('Parry Response');
self.effectlist['Retaliation'] :SetName('Retaliation');
self.effectlist['Stunned'] :SetName('Stunned');
self.effectlist['Dazed'] :SetName('Dazed');
self.effectlist['KnockedDown'] :SetName('Knocked Down');
self.effectlist['Overpower'] :SetName('Overpower');
self.effectlist['Campsite'] :SetName('Campsite');
self.effectlist['ShieldSpikes'] :SetName(' Spike');
-- FRENCH CLIENT
elseif (vars.locale == 'fr') then
self.effectlist['GuardiansWard'] :SetName('Protection de gardien');
self.effectlist['ImprovedGuardiansWard'] :SetName('Protection de gardien améliorée');
self.effectlist['GuardiansWardTactics'] :SetName("Guardian's Ward Tactics");
self.effectlist['ImprovedGuardiansWardTactics'] :SetName("Improved Guardian's Ward Tactics");
self.effectlist['BlockResponse'] :SetName('Block Response');
self.effectlist['ShieldSwipe'] :SetName('Balayage au bouclier');
self.effectlist['ParryResponse'] :SetName('Réaction de parade');
self.effectlist['Retaliation'] :SetName('Riposte');
self.effectlist['Stunned'] :SetName('Etourdi');
self.effectlist['Dazed'] :SetName('Hébété');
self.effectlist['KnockedDown'] :SetName('Renversé');
self.effectlist['Overpower'] :SetName('Surpuissance');
self.effectlist['Campsite'] :SetName('Campsite');
self.effectlist['ShieldSpikes'] :SetName(' Spike');
-- GERMAN CLIENT
elseif (vars.locale == 'de') then
self.effectlist['GuardiansWard'] :SetName('Wächterschild');
self.effectlist['ImprovedGuardiansWard'] :SetName('Verbesserung: Wächterschild');
self.effectlist['GuardiansWardTactics'] :SetName("Guardian's Ward Tactics");
self.effectlist['ImprovedGuardiansWardTactics'] :SetName("Improved Guardian's Ward Tactics");
self.effectlist['BlockResponse'] :SetName('Block Response');
self.effectlist['ShieldSwipe'] :SetName('Schildstreich');
self.effectlist['ParryResponse'] :SetName('Erwiderung "Parade"');
self.effectlist['Retaliation'] :SetName('Vergeltung');
self.effectlist['Stunned'] :SetName('Bewusstlos geschlagen');
self.effectlist['Dazed'] :SetName('Benommenheit');
self.effectlist['KnockedDown'] :SetName('Zu Boden geschlagen');
self.effectlist['Overpower'] :SetName('Ãberwältigen');
self.effectlist['Campsite'] :SetName('Lagerplatz');
self.effectlist['ShieldSpikes'] :SetName(' Spike');
end
end
-- BUILD WINDOWS BARS SKILLS AND MULTIS --
-- Build Bars
self.bars["Overpower"] = SkillBar(self.windows["Overpower"], 1, 1, 3, 1, true, true);
self.bars["BlockTier1"] = SkillBar(self.windows["Block"], 1, 1, 3, 1, true, true);
self.bars["BlockTier2"] = SkillBar(self.windows["Block"], 1.5, 1, 2, 1, true, true);
self.bars["BlockTier3"] = SkillBar(self.windows["Block"], 4, 1, 1, 1, true, true);
self.bars["ParryTier1"] = SkillBar(self.windows["Parry"], 1, 1, 2, 1, true, true);
self.bars["ParryTier2"] = SkillBar(self.windows["Parry"], 1, 1, 3, 1, true, true);
self.bars["ParryTier3"] = SkillBar(self.windows["Parry"], 4, 1, 1, 1, true, true);
-- Build Skills
self.skills["ShieldSwipe"] = SkillSlot(self.bars["BlockTier1"], 1, 1, false, 2, "0x7000305D");
self.skills["CatchABreath"] = SkillSlot(self.bars["BlockTier1"], 2, 1, false, 16, "0x7000307D");
self.skills["LitanyOfDefiance"] = SkillSlot(self.bars["BlockTier1"], 3, 1, false, 60, "0x7000F095");
self.skills["ShieldBash"] = SkillSlot(self.bars["BlockTier2"], 1, 1, false, 10, "0x70003EE1");
self.skills["ShieldTaunt"] = SkillSlot(self.bars["BlockTier2"], 2, 1, false, 22, "0x70003EE6");
self.skills["ShieldSmash"] = SkillSlot(self.bars["BlockTier3"], 1, 1, false, 41, "0x70002EC4");
if (vars.playerlevel >= 70) then
self.skills["WhirlingRetaliation"] = SkillSlot(self.bars["ParryTier1"],1, 1, false, { 14, 70 }, { "0x70003EE4", "0x7002845C" });
end
self.skills["Retaliation"] = SkillSlot(self.bars["ParryTier1"], 2, 1, false, 8, "0x70003EE0");
if (vars.playerlevel < 70) then
self.skills["WhirlingRetaliation"] = SkillSlot(self.bars["ParryTier2"],1, 1, false, { 14, 70 }, { "0x70003EE4", "0x7002845C" });
end
self.skills["Overwhelm"] = SkillSlot(self.bars["ParryTier2"], 2, 1, false, { 8, 68 }, { "0x70003EE2", "0x70028414" });
self.skills["Thrust"] = SkillSlot(self.bars["ParryTier2"], 3, 1, false, 18, "0x70003EE5");
self.skills["ToTheKing"] = SkillSlot(self.bars["ParryTier3"], 1, 1, false, 41, "0x70002EA5");
self.skills["GuardiansWard"] = SkillSlot(self.bars["Ward"], 1, 1, true, { 1, 66 }, { "0x70003066", "0x700283E7" });
self.skills["ShieldBlow"] = SkillSlot(self.bars["Melee"], 1, 1, true, { 1, 54 }, { "0x7000306F", "0x7000F1E0" });
self.skills["Sting"] = SkillSlot(self.bars["Melee"], 2, 1, true, { 1, 52 }, { "0x70003058", "0x7000F1E1" });
self.skills["SweepingCut"] = SkillSlot(self.bars["Melee"], 3, 1, true, 4, "0x70003EDE");
self.skills["VexingBlow"] = SkillSlot(self.bars["Melee"], 4, 1, true, 6, "0x7000308A");
self.skills["SaltTheWound"] = SkillSlot(self.bars["Melee"], 5, 1, true, 22, "0x7000D4AF");
self.skills["Stamp"] = SkillSlot(self.bars["Melee"], 6, 1, true, 32, "0x70003EE7");
self.skills["TakeToHeart"] = SkillSlot(self.bars["Melee"], 7, 1, true, 58, "0x7000ED87");
self.skills["Challenge"] = SkillSlot(self.bars["Taunt"], 1, 1, true, { 16, 74 }, { "0x70003097", "0x70028B62" });
self.skills["FrayTheEdge"] = SkillSlot(self.bars["Taunt"], 2, 1, true, 40, "0x7000D4B5");
self.skills["Engage"] = SkillSlot(self.bars["Taunt"], 3, 1, true, 42, "0x7000D4B2");
self.skills["ChallengeTheDarkness"] = SkillSlot(self.bars["Taunt"], 4, 1, self.settings.traits["ChallengeTheDarkness"].active, 41, "0x70002EDF");
self.skills["GuardiansPledge"] = SkillSlot(self.bars["SelfBuffs"], 1, 1, true, 20, "0x700030A4");
self.skills["ThrillOfDanger"] = SkillSlot(self.bars["SelfBuffs"], 2, 1, true, 26, "0x700030B4");
self.skills["WarriorsHeart"] = SkillSlot(self.bars["SelfBuffs"], 3, 1, true, { 30, 64 }, { "0x700030AC", "0x70020DF5" });
self.skills["DeepBreath"] = SkillSlot(self.bars["SelfBuffs"], 4, 1, true, 34, "0x700030A8");
self.skills["IgnoreThePain"] = SkillSlot(self.bars["SelfBuffs"], 5, 1, true, 44, "0x70021663");
self.skills["Charge"] = SkillSlot(self.bars["SelfBuffs"], 6, 1, true, { 48, 62 }, { "0x7000DD14", "0x7001F4B6" });
self.skills["Protection"] = SkillSlot(self.bars["Protect"], 1, 1, true, 24, "0x7000309A");
self.skills["ShieldWall"] = SkillSlot(self.bars["Protect"], 2, 1, true, 50, "0x7000D4AE");
self.skills["ForcedOpening"] = SkillSlot(self.bars["Overpower"], 1, 1, false, 30, "0x7000D4B0");
self.skills["Stagger"] = SkillSlot(self.bars["Overpower"], 2, 1, false, 46, "0x7000D4B3");
self.skills["BrutalAssault"] = SkillSlot(self.bars["Overpower"], 3, 1, false, 56, "0x7000F158");
self.skills["TurnTheTables"] = SkillSlot(self.bars["Stunned"], 1, 1, false, { 36, 72 }, { "0x70003EE8", "0x70028B82" });
self.skills["SummonTinker"] = SkillSlot(self.bars["Utility"], 1, 1, false, 26, "0x7000D4B4");
self.skills["GuardiansPromise"] = SkillSlot(self.bars["Utility"], 2, 1, true, 38, "0x70003EE9");
self.skills["LetFly"] = SkillSlot(self.bars["Ranged"], 1, 1, true, 30, "0x70003E14");
self.skills["OverpowerTactics"] = ItemSlot(self.bars["ClassItems"], 1, 1, false, self.settings.quickslots["Tactics"]);
-- Build Stance Slot
self.multi["StanceSlot"] = SkillMultiSlot(self.bars["Stances"], 1, 1, true);
if (vars.playerlevel >= 74) then
self.multi["StanceSlot"]:AddShortCut("GuardiansDefence", 74, "0x70028510");
else
self.multi["StanceSlot"]:AddShortCut("GuardiansDefence", 4, "0x70003EDF");
end
self.multi["StanceSlot"]:AddShortCut("GuardiansParry", 12, "0x70003EE3");
self.multi["StanceSlot"]:AddShortCut("Overpower", 10, "0x7000D4B1");
if (self.settings.traits["ThreatStance"].active) then self.multi["StanceSlot"]:AddShortCut("GuardiansThreat", 41, "0x70002ED4"); end
self.multi["StanceSlot"]:LevelCheck();
-- Build Spike Slot
self.multi["ShieldSpikes"] = ItemMultiSlot(self.bars["ClassItems"], 1, 1, true);
self.multi["ShieldSpikes"]:AddShortCut("Spikes1", self.settings.quickslots["Spike1"]);
self.multi["ShieldSpikes"]:AddShortCut("Spikes2", self.settings.quickslots["Spike2"]);
self.multi["ShieldSpikes"]:AddShortCut("Spikes3", self.settings.quickslots["Spike3"]);
self.multi["ShieldSpikes"]:AddShortCut("Spikes4", self.settings.quickslots["Spike4"]);
self.multi["ShieldSpikes"]:Refresh(true);
-- SET COMBAT STATES
self.skills["ThrillOfDanger"]:SetCombat( true, false );
self.skills["GuardiansPromise"]:SetCombat( false, true );
self.skills["SummonTinker"]:SetCombat( false, true );
-- ITEM MANAGER
--self.itemmanager = ItemManager();
--self.itemmanager:RegisterItem("spike Kit", { "Expert","Resiliant Expert","Artisan","Resiliant Artisan","Master","Resiliant Master","Supreme","Resiliant Supreme","Basic","Resiliant Basic","Improved","Resiliant Improved","Sharp","Resiliant Sharp","Deadly","Resiliant Deadly","Lethal","Resiliant Lethal" }, {"Recipe"}, self.skills["ShieldSpikes"]);
--self.itemmanager:RegisterItem("Overpower Tactic", { "Journeyman","Skillful Journeyman","Expert","Skillful Expert","Artisan","Skillful Artisan","Master","Skillful Master","Supreme","Skillful Supreme" }, {"Recipe"}, self.skills["OverpowerTactics"]);
--self.itemmanager:ParseItems();
-- CLASS SPECIFIC SETUP/DEFAULT CODE
self.windows["Overpower"]:SetZOrder(-10);
self.windows["Block"]:SetZOrder(0);
-- CLASS SPECIFIC EVENTS
-- Stance Changed Event
AddCallback(vars.classattr, "StanceChanged", function(sender, args)
KragenBars:StanceChange(vars.classattr:GetStance());
end);
-- Block Changed Event
AddCallback(vars.classattr, "IsBlockTier3AvailableChanged", function(sender, args)
KragenBars:BlockChange(3, vars.classattr:IsBlockTier3Available());
end);
-- Parry Changed Event
AddCallback(vars.classattr, "IsParryTier3AvailableChanged", function(sender, args)
KragenBars:ParryChange(3, vars.classattr:IsParryTier3Available());
end);
if (vars.playerlevel >= 70) then
self.skills["WhirlingRetaliation"]:SetParent(self.bars["ParryTier1"]);
self.skills["WhirlingRetaliation"]:SetPosition(0,0);
else
self.skills["WhirlingRetaliation"]:SetParent(self.bars["ParryTier2"]);
self.skills["WhirlingRetaliation"]:SetPosition(0,0);
end
-- INITIALIZE BARS
self:InitBars();
self:BlockChange(3, vars.classattr:IsBlockTier3Available());
self:ParryChange(3, vars.classattr:IsParryTier3Available());
self:StanceChange(vars.classattr:GetStance());
self:CombatChange(vars.player:IsInCombat());
end
-- ADD EFFECT EVENT
function GuardianBars:AddEffect( effectIndex )
local effect = vars.player:GetEffects():Get( effectIndex );
local effectname = effect:GetName();
local effectid = effect:GetID();
-- Guardian's Ward
if (effectname == self.effectlist["GuardiansWard"]:GetName() or effectname == self.effectlist["ImprovedGuardiansWard"]:GetName() or effectname == self.effectlist["GuardiansWardTactics"]:GetName() or effectname == self.effectlist["ImprovedGuardiansWardTactics"]:GetName()) then
if (self.effectlist["GuardiansWard"]:SetState( true , effectid)) then
self.skills["GuardiansWard"]:SetActive(self.settings.defaults["WardActive"].selected < 3);
if (self.settings.defaults["WardActive"].selected == 2) then
self.skills["GuardiansWard"]:SetHover( true );
elseif (self.settings.defaults["WardActive"].selected == 4) then
self.skills["GuardiansWard"]:StartTimer( effect:GetDuration() * .70, true );
end
end
elseif (effectname == self.effectlist["BlockResponse"]:GetName()) then
if (self.effectlist["BlockResponse"]:SetState( true, effectid)) then
if (not self.effectlist["ShieldSwipe"]:GetState()) then
self.skills["ShieldSwipe"]:SetActive(true);
self.skills["CatchABreath"]:SetActive(true);
self.skills["LitanyOfDefiance"]:SetActive(true);
if (vars.playerlevel >= 10) then
self.bars["BlockTier1"]:SetZOrder(0);
self.bars["BlockTier2"]:SetZOrder(-10);
end
end
end
elseif (effectname == self.effectlist["ShieldSwipe"]:GetName()) then
if (self.effectlist["ShieldSwipe"]:SetState( true, effectid)) then
self.skills["ShieldSwipe"]:SetActive(false);
self.skills["CatchABreath"]:SetActive(false);
self.skills["LitanyOfDefiance"]:SetActive(false);
self.bars["BlockTier1"]:SetZOrder(-10);
self.bars["BlockTier2"]:SetZOrder(0);
self.skills["ShieldTaunt"]:SetActive(true);
self.skills["ShieldBash"]:SetActive(true);
end
elseif (effectname == self.effectlist["ParryResponse"]:GetName()) then
if (self.effectlist["ParryResponse"]:SetState( true, effectid)) then
if (not self.effectlist["Retaliation"]:GetState()) then
self.skills["Retaliation"]:SetActive( true );
if (vars.playerlevel >= 70) then
self.skills["WhirlingRetaliation"]:SetActive(true);
end
self.bars["ParryTier1"]:SetZOrder(0);
self.bars["ParryTier2"]:SetZOrder(-10);
end
end
elseif (effectname == self.effectlist["Retaliation"]:GetName()) then
if (self.effectlist["Retaliation"]:SetState( true, effectid)) then
self.skills["Retaliation"]:SetActive( false );
self.bars["ParryTier1"]:SetZOrder(-10);
self.bars["ParryTier2"]:SetZOrder(0);
self.skills["Overwhelm"]:SetActive( true );
self.skills["Thrust"]:SetActive( true );
if (vars.playerlevel < 70) then
self.skills["WhirlingRetaliation"]:SetActive( true );
end
end
-- Stunned, Dazed, Knocked Down
elseif (effectname == self.effectlist["Stunned"]:GetName() or effectname == self.effectlist["Dazed"]:GetName() or effectname == self.effectlist["KnockedDown"]:GetName()) then
if (self.effectlist["Stunned"]:SetState( true , effectid)) then
self.skills["TurnTheTables"]:SetActive( true );
end
-- Stance Change
elseif (effectname == self.effectlist["Overpower"]:GetName()) then
if (self.effectlist["Overpower"]:SetState( true, effectid )) then
self.windows["Overpower"]:SetZOrder(0);
self.windows["Block"]:SetZOrder(-10);
self.skills["ForcedOpening"]:SetActive( true );
self.skills["Stagger"]:SetActive( true );
self.skills["BrutalAssault"]:SetActive( true );
self.skills["OverpowerTactics"]:SetActive( true );
self.skills["OverpowerTactics"]:SetZOrder( 0 );
self.skills["ShieldBlow"]:SetActive( false );
self.skills["ShieldWall"]:SetActive( false );
self.multi["ShieldSpikes"]:SetActive( false );
self.multi["ShieldSpikes"]:SetZOrder( -10 );
end
elseif (effectname == self.effectlist["Campsite"]:GetName()) then
if (self.effectlist["Campsite"]:SetState( true, effectid )) then
self.skills["SummonTinker"]:SetActive( true );
end
elseif (string.find(effectname, self.effectlist["ShieldSpikes"]:GetName()) ~= nil ) then
if (self.effectlist["ShieldSpikes"]:SetState( true, effectid )) then
self.multi["ShieldSpikes"]:SetHover(true);
end
-- Wound
elseif (effect:GetCategory() == Turbine.Gameplay.EffectCategory.Wound ) then
self.wound = self.wound + 1;
if (settings.skilldata["IgnoreThePain"].parent ~= nil and vars.playerlevel >= self.skills["IgnoreThePain"].level[1] and self.settings.features["WoundIndicator"].active) then
if (self.settings.userconf[settings.skilldata["IgnoreThePain"].parent].active) then
self.skills["IgnoreThePain"]:SetColor("red");
end
end
end
end
-- REMOVE EFFECT EVENT
function GuardianBars:RemoveEffect( effect )
local effectname = effect:GetName();
local effectid = effect:GetID();
-- Guardian's Ward
if (effectname == self.effectlist["GuardiansWard"]:GetName() or effectname == self.effectlist["ImprovedGuardiansWard"]:GetName() or effectname == self.effectlist["GuardiansWardTactics"]:GetName() or effectname == self.effectlist["ImprovedGuardiansWardTactics"]:GetName()) then
if (not self.effectlist["GuardiansWard"]:SetState( false, effectid)) then
self.skills["GuardiansWard"]:SetActive( true );
self.skills["GuardiansWard"]:SetHover( false );
end
elseif (effectname == self.effectlist["BlockResponse"]:GetName()) then
if (not self.effectlist["BlockResponse"]:SetState( false, effectid )) then
self.skills["ShieldSwipe"]:SetActive(false);
self.skills["CatchABreath"]:SetActive(false);
self.skills["LitanyOfDefiance"]:SetActive(false);
end
elseif (effectname == self.effectlist["ShieldSwipe"]:GetName()) then
if (not self.effectlist["ShieldSwipe"]:SetState( false, effectid )) then
self.skills["ShieldTaunt"]:SetActive(false);
self.skills["ShieldBash"]:SetActive(false);
if (self.effectlist["BlockResponse"]:GetState()) then
self.skills["ShieldSwipe"]:SetActive(true);
self.skills["CatchABreath"]:SetActive(true);
self.skills["LitanyOfDefiance"]:SetActive(true);
self.bars["BlockTier1"]:SetZOrder(0);
self.bars["BlockTier2"]:SetZOrder(-10);
end
end
elseif (effectname == self.effectlist["ParryResponse"]:GetName()) then
if (not self.effectlist["ParryResponse"]:SetState( false, effectid )) then
self.skills["Retaliation"]:SetActive(false);
if (vars.playerlevel >= 70) then
self.skills["WhirlingRetaliation"]:SetActive(false);
end
end
elseif (effectname == self.effectlist["Retaliation"]:GetName()) then
if (not self.effectlist["Retaliation"]:SetState( false, effectid )) then
self.skills["Overwhelm"]:SetActive(false);
self.skills["Thrust"]:SetActive(false);
if (vars.playerlevel < 70) then
self.skills["WhirlingRetaliation"]:SetActive(false);
end
if (self.effectlist["ParryResponse"]:GetState()) then
self.skills["Retaliation"]:SetActive(true);
if (vars.playerlevel >= 70) then
self.skills["WhirlingRetaliation"]:SetActive(true);
end
self.bars["ParryTier1"]:SetZOrder(0);
self.bars["ParryTier2"]:SetZOrder(-10);
end
end
-- Stunned, Dazed or Knocked Down
elseif (effectname == self.effectlist["Stunned"]:GetName() or effectname == self.effectlist["Dazed"]:GetName() or effectname == self.effectlist["KnockedDown"]:GetName()) then
if (not self.effectlist["Stunned"]:SetState( false , effectid )) then
self.skills["TurnTheTables"]:SetActive( false );
end
-- Overpower
elseif (effectname == self.effectlist["Overpower"]:GetName()) then
if (not self.effectlist["Overpower"]:SetState( false, effectid )) then
self.windows["Overpower"]:SetZOrder(-10);
self.windows["Block"]:SetZOrder(0);
self.skills["ForcedOpening"]:SetActive( false );
self.skills["Stagger"]:SetActive( false );
self.skills["BrutalAssault"]:SetActive( false );
self.skills["OverpowerTactics"]:SetActive( false );
self.skills["OverpowerTactics"]:SetZOrder( -10 );
self.skills["ShieldBlow"]:SetActive( true );
self.skills["ShieldWall"]:SetActive( true );
self.multi["ShieldSpikes"]:SetActive( true );
self.multi["ShieldSpikes"]:SetZOrder( 0 );
end
-- Summon Tinker Available
elseif (effectname == self.effectlist["Campsite"]:GetName()) then
if (not self.effectlist["Campsite"]:SetState(false, effectid )) then
self.skills["SummonTinker"]:SetActive( false );
end
-- Shield Spikes Used
elseif (string.find(effectname, self.effectlist["ShieldSpikes"]:GetName()) ~= nil ) then
if (not self.effectlist["ShieldSpikes"]:SetState(false, effectid )) then
self.multi["ShieldSpikes"]:SetHover(false);
end
-- Wound
elseif (effect:GetCategory() == Turbine.Gameplay.EffectCategory.Wound ) then
self.wound = self.wound - 1;
if (self.wound == 0) then
self.skills["IgnoreThePain"]:SetColor();
end
end
end
-- STANCE CHANGED EVENT
function GuardianBars:StanceChange(stance)
-- PRIMARY STANCE SWITCHING
if (self.settings.features["StancePriority"].active) then
local newstance = 0;
if (stance == 3) then
newstance = 4;
elseif (stance == 4) then
newstance = 3;
else
newstance = stance;
end
if (newstance == self.settings.defaults["PrimaryStance"].selected) then
self.multi["StanceSlot"]:SetIndex(self.settings.defaults["SecondaryStance"].selected);
else
self.multi["StanceSlot"]:SetIndex(self.settings.defaults["PrimaryStance"].selected);
end
end
-- HOVER/DISAPPEAR SWITCHING
if (stance == 0) then
self.multi["StanceSlot"]:SetHover( false );
self.multi["StanceSlot"]:SetActive( true );
else
self.multi["StanceSlot"]:SetActive( self.settings.defaults["StanceActive"].selected ~= 3);
self.multi["StanceSlot"]:SetHover( self.settings.defaults["StanceActive"].selected == 2 );
end
end
-- BLOCK CHANGED EVENT
function GuardianBars:BlockChange(tier, state)
if (tier == 3) then
self.skills["ShieldSmash"]:SetActive( state and self.settings.traits["ShieldSmash"].active );
end
end
-- PARRY CHANGED EVENT
function GuardianBars:ParryChange(tier, state)
if (tier == 3) then
self.skills["ToTheKing"]:SetActive( state and self.settings.traits["ToTheKing"].active );
end
end
-- DEFAULT SETTINGS
function GuardianBars:DefaultSettings()
self.settings = { preconf = { }, userconf = { }, traits = { }, features = { }, defaults = { }, quickslots = { } };
self.settings.preconf["Block"] = { id = 1, name = "Block Reactives", defpos = {1,3}, size={4,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.preconf["Parry"] = { id = 2, name = "Parry Reactives", defpos = {1,2}, size={4,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.preconf["Overpower"] = { id = 3, name = "Overpower", defpos = {1,3}, size={3,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["Ward"] = { id = 4, name = "Ward", defpos = {1,4}, size={1,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["Melee"] = { id = 5, name = "Melee", defpos = {2,4}, size={7,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["Taunt"] = { id = 6, name = "Taunt", defpos = {6,3}, size={4,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["SelfBuffs"] = { id = 7, name = "Self Buffs", defpos = {1,1}, size={6,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["Protect"] = { id = 8, name = "Protect", defpos = {6,2}, size={2,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["Stances"] = { id = 9, name = "Stances", defpos = {12,3}, size={1,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["Stunned"] = { id = 10, name = "Stunned", defpos = {12,2}, size={1,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["Utility"] = { id = 11, name = "Utility", defpos = {8,1}, size={2,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["Ranged"] = { id = 12, name = "Ranged", defpos = {12,4}, size={1,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.userconf["ClassItems"] = { id = 13, name = "Class Items", defpos = {12,1}, size={1,1}, pos = {0,0}, combat = {true,true}, active = true };
self.settings.traits["ToTheKing"] = { id = 1, name = 'To The King', active = false };
self.settings.traits["ShieldSmash"] = { id = 2, name = 'Shield Smash', active = false };
self.settings.traits["ThreatStance"] = { id = 3, name = 'Threat Stance', active = false };
self.settings.traits["ChallengeTheDarkness"] = { id = 4, name = 'Challenge The Darkness', active = false };
self.settings.features["StancePriority"] = { id = 1, name = 'Stance Priority', active = true };
self.settings.features["WoundIndicator"] = { id = 2, name = 'Wound Indicator', active = true };
self.settings.defaults["PrimaryStance"] = { id = 1, name = 'Primary Stance', selected = 1, list = { "Guardian's Defence", "Guardian's Parry", "Overpower", "Threat" } };
self.settings.defaults["SecondaryStance"] = { id = 2, name = 'Secondary Stance', selected = 3, list = { "Guardian's Defence", "Guardian's Parry", "Overpower", "Threat" } };
self.settings.defaults["StanceActive"] = { id = 3, name = 'Stance Active', selected = 2, list = { "None", "Dim", "Hide" } };
self.settings.defaults["WardActive"] = { id = 4, name = 'Guardians Ward Active', selected = 4, list = { "None", "Dim", "Hide", "Early Warning" } };
self.settings.quickslots["Spike1"] = {id = 1, name = "Shield Spikes 1", active = false, type = 0, data = ""};
self.settings.quickslots["Spike2"] = {id = 2, name = "Shield Spikes 2", active = false, type = 0, data = ""};
self.settings.quickslots["Spike3"] = {id = 3, name = "Shield Spikes 3", active = false, type = 0, data = ""};
self.settings.quickslots["Spike4"] = {id = 4, name = "Shield Spikes 4", active = false, type = 0, data = ""};
self.settings.quickslots["Tactics"] = {id = 5, name = "Overpower Tactics", active = false, type = 0, data = ""};
end
-- UPDATE SETTINGS
function GuardianBars:UpdateSettings()
if (settings.vers < 3.01) then
if (self.settings["Features"].wardwarning) then self.settings.defaults["WardActive"].selected = 4; else self.settings.defaults["WardActive"].selected = 3; end
if (self.settings["Features"].stancehover) then self.settings.defaults["StanceActive"].selected = 2; else if (self.settings["Features"].stancedisappear) then self.settings.defaults["StanceActive"].selected = 3; else self.settings.defaults["StanceActive"].selected = 1; end end
self.settings["Features"].wardwarning = nil;
self.settings["Features"].stancehover = nil;
self.settings["Features"].stancedisappear = nil;
end
if (settings.vers < 3.20) then
self.settings["Quickslots"].tactics = {active = false, type = 0, data = "" }
end
if (settings.vers < 4.00) then
local oldclassinfo = self.settings;
self:DefaultSettings();
for k,v in pairs(oldclassinfo) do
if (k ~= "Features" and k ~= "Quickslots") then
if (self.settings.preconf[k] == nil) then
if (self.settings.userconf[k] ~= nil) then
self.settings.userconf[k].pos = { v.x, v.y };
self.settings.userconf[k].combat = { true, true };
self.settings.userconf[k].active = v.active;
end
else
self.settings.preconf[k].pos = { v.x, v.y };
self.settings.preconf[k].combat = { true, true };
self.settings.preconf[k].active = v.active;
end
elseif (k == "Features") then
for key, value in pairs(v) do
if (key == 'totheking') then
self.settings.traits["ToTheKing"].active = value;
elseif (key == 'shieldsmash') then
self.settings.traits["ShieldSmash"].active = value;
elseif (key == 'darkness') then
self.settings.traits["ChallengeTheDarkness"].active = value;
elseif (key == 'threat') then
self.settings.traits["ThreatStance"].active = value;
elseif (key == 'woundindicator') then
self.settings.features["WoundIndicator"].active = value;
elseif (key == 'stancepriority') then
self.settings.features["StancePriority"].active = value;
elseif (key == 'stanceactive') then
self.settings.defaults["StanceActive"].selected = value;
elseif (key == 'wardactive') then
self.settings.defaults["WardActive"].selected = value;
elseif (key == 'stanceactive') then
self.settings.defaults["PrimaryStance"].selected = value;
elseif (key == 'secondarystance') then
self.settings.defaults["SecondaryStance"].selected = value;
end
end
elseif (k == "Quickslots") then
for key, value in pairs(v) do
if (key == 'spike1') then
self.settings.quickslots["Spike1"].active = value.active;
self.settings.quickslots["Spike1"].type = value.type;
self.settings.quickslots["Spike1"].data = value.data;
elseif (key == 'spike2') then
self.settings.quickslots["Spike2"].active = value.active;
self.settings.quickslots["Spike2"].type = value.type;
self.settings.quickslots["Spike2"].data = value.data;
elseif (key == 'spike3') then
self.settings.quickslots["Spike3"].active = value.active;
self.settings.quickslots["Spike3"].type = value.type;
self.settings.quickslots["Spike3"].data = value.data;
elseif (key == 'spike4') then
self.settings.quickslots["Spike4"].active = value.active;
self.settings.quickslots["Spike4"].type = value.type;
self.settings.quickslots["Spike4"].data = value.data;
end
end
end
end
if (settings.skilldata["SaltTheWound"] ~= nil) then
settings.skilldata["SaltTheWound"].parent = "Melee";
settings.skilldata["SaltTheWound"].pos = {7, 1};
end
if (settings.multidata["ShieldSpikes"] ~= nil) then
settings.multidata["ShieldSpikes"].parent = "ClassItems";
settings.multidata["ShieldSpikes"].pos = {1, 1};
end
if (settings.skilldata["OverpowerTactics"] ~= nil) then
settings.skilldata["OverpowerTactics"].parent = "ClassItems";
settings.skilldata["OverpowerTactics"].pos = {1, 1};
end
settings.skilldata["SaltTheWound"].parent = "Melee";
settings.skilldata["SaltTheWound"].pos = {7, 1};
if (self.settings.userconf["Taunt"] ~= nil) then self.settings.userconf["Taunt"].defpo = { 8,4 }; end
if (self.settings.userconf["SelfBuffs"] ~= nil) then self.settings.userconf["SelfBuffs"].size = { 6,1 }; end
if (self.settings.userconf["Melee"] ~= nil) then self.settings.userconf["Melee"].size = { 7,1 }; end
if (self.settings.preconf["Parry"] ~= nil) then self.settings.preconf["Parry"].size = { 4,1 }; end
if (self.settings.userconf["ClassItems"] ~= nil) then self.settings.userconf["ClassItems"].size = { 1,1 }; end
end
if (settings.vers < 5.04) then
if (vars.playerlevel >= 70) then
settings.skilldata["WhirlingRetaliation"] = { parent = "ParryTier1", pos = { 1, 1 } };
else
settings.skilldata["WhirlingRetaliation"] = { parent = "ParryTier2", pos = { 1, 1 } };
end
settings.skilldata["Retaliation"] = { parent = "ParryTier1", pos = { 2, 1 } };
settings.skilldata["Overwhelm"] = { parent = "ParryTier2", pos = { 2, 1 } };
end
settings.vers = vars.vers;
end
-- REFRESH SKILLS AND BARS
function GuardianBars:Refresh()
-- GENERIC REFRESH (Required for all classes)
self:RefreshBars();
-- REDEFINE EFFECTLIST IN CASE OF LANGUAGE CHANGE
self.DefineEffectList();
-- CLASS SPECIFIC REFRESH
-- Setup Features
self.skills["GuardiansWard"]:SetActive( true );
if (self.settings.defaults["WardActive"].selected == 2) then
self.skills["GuardiansWard"]:SetHover( self.effectlist["GuardiansWard"]:GetState() );
elseif (self.settings.defaults["WardActive"].selected >= 3) then
self.skills["GuardiansWard"]:SetActive( not self.effectlist["GuardiansWard"]:GetState() );
end
-- Reset Quickslots
self.skills["OverpowerTactics"]:SetQuickslot(self.settings.quickslots["Tactics"]);
self.multi["ShieldSpikes"]:Clear();
self.multi["ShieldSpikes"]:AddShortCut("Spikes1", self.settings.quickslots["Spike1"]);
self.multi["ShieldSpikes"]:AddShortCut("Spikes2", self.settings.quickslots["Spike2"]);
self.multi["ShieldSpikes"]:AddShortCut("Spikes3", self.settings.quickslots["Spike3"]);
self.multi["ShieldSpikes"]:AddShortCut("Spikes4", self.settings.quickslots["Spike4"]);
self.multi["ShieldSpikes"]:Refresh(not self.effectlist["Overpower"]:GetState());
-- Set State on Legendary Skills
self.skills["ShieldSmash"]:SetActive(self.settings.traits["ShieldSmash"].active and vars.classattr:IsBlockTier3Available());
self.skills["ToTheKing"]:SetActive(self.settings.traits["ToTheKing"].active and vars.classattr:IsParryTier3Available());
self.skills["ChallengeTheDarkness"]:SetActive(self.settings.traits["ChallengeTheDarkness"].active);
-- Rebuild Stance Slot
self.multi["StanceSlot"]:Clear();
self.multi["StanceSlot"]:AddShortCut("GuardiansDefence", 4, "0x70003EDF");
self.multi["StanceSlot"]:AddShortCut("GuardiansParry", 12, "0x70003EE3");
self.multi["StanceSlot"]:AddShortCut("Overpower", 12, "0x7000D4B1");
if (self.settings.traits["ThreatStance"].active) then self.multi["StanceSlot"]:AddShortCut("GuardiansThreat", 41, "0x70002ED4"); end
self.multi["StanceSlot"]:LevelCheck();
-- Set Wound Indicator
if (settings.skilldata["IgnoreThePain"].parent ~= nil and vars.playerlevel >= self.skills["IgnoreThePain"].level[1] and self.settings.features["WoundIndicator"].active and self.wound > 0) then
if (self.settings.userconf[settings.skilldata["IgnoreThePain"].parent].active) then
self.skills["IgnoreThePain"]:SetColor("green");
end
else
self.skills["IgnoreThePain"]:SetColor();
end
-- Refresh States
self:StanceChange(vars.classattr:GetStance());
self:CombatChange(vars.player:IsInCombat());
if (self.effectlist["Overpower"]:GetState()) then
self.windows["Overpower"]:SetZOrder(0);
self.windows["Block"]:SetZOrder(-10);
else
self.windows["Overpower"]:SetZOrder(-10);
self.windows["Block"]:SetZOrder(0);
end
--Turbine.Shell.WriteLine("KragenBars: Guardian Bars refresh completed successfully.");
end